The unique One Ring rules set invites tinkering and secondary creation. Whilst The One Ring works brilliantly as written, we provide this forum for those who want to make their own home-brewed versions of the rules. Note that none of these should be taken as 'official'.

I'm working on writing-up the Lossoth (Snowmen of Forochel) as a Heroic Culture. I've got a good handle on their social culture (based on the Saami people of Lapland). It's the Cultural Virtues that are giving me trouble. Does anyone have any ideas they'd like to share?

I have come up with one Cultural Trait for the AiMe side: Danger in the Wind -- You have proficiency in the Nature skill.

"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Well if you are looking for rewards, you could have a carrot nose... Sorry couldn't resist.

What about - Wisdom of the Elders. At the start of each adventure pick one survival skill. For the length of the adventure you can reroll the feat dice on the chosen skill and keep the better result for all tests and tasks.

The main problem I tend to find when creating "wild" cultures, that live very attached to a region or terrain (Haradrim and desserts, Wood-elves and forests, etc.), is how to give them special abilities (name it Virtues, Rewards, or whatever) that both enhance their attachment AND are interesting from a gameplay point of view.
I have a tendency to give them some ability that can't be used anywhere, so that it is important for the individuals from this culture to stay close to their homelands. It is part of who they are, in my opinion.
Therefore, a player won't probably choose a Haradrim Warden if we've talked about running a campaign in the Frozen North Wastes.

That said, ideas for Virtues (that might be also Rewards) for lossoth, could be something like:

-Natural cold resistance: When travelling during autumn or winter, the Encumbrance rating of your Travelling Gear is the same as that of summer and spring.

-Sure footing: used to distinguish snow from ice, lossoth rarely tread with their wrong foot. No idea what benefit this could provide in game terms . Some advantage in the line of Lake-men's Water Legs?

-Some benefit to being in a Hunter role, due to living in a harsh enviroment, with little fauna to feed entire settlements.

I agree, the Virtues should relate to the culture and environment of the Snowmen, so at least some might not be easily transferable to adventuring in distant lands. That said, I already do have something that is connected to the cold.

The very issues that Falenthal brings up are the same ones that limit the likelihood of having Player-heroes from these fringe cultures. But it is always nice to have options! And it was fun working out a playable Culture for the Elves of the Grey Havens (much less of a fringe group than some of these others).

Perhaps I'll set my sight next on the folk of Dorwinion. I know at least one person has taken a stab at them already and maybe could revisit his version for AiMe. Feel free to use the one on my template thread if you don't have another already that you prefer.

"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."